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DigitalWorld — Native Godot Game

DigitalWorld is an offline-first company-building and operations game implemented with Godot 4 and GDScript.

This repository contains the game itself, not a website wrapper. The running game uses native Godot Node3D, MeshInstance3D, Camera3D, WorldEnvironment, Control, and CanvasLayer nodes. It does not embed React, a browser, or Three.js.

Current game flow

  1. Main menu — Start Game, Load Game, Settings, and Exit Game.
  2. Founder setup — enter the founder's name, company name, and choose from the 50 DigitalWorld insignia names.
  3. Company territory — a fixed-angle 3D view of ten development plots arranged in five columns and two rows. The starting headquarters is on the centre plot.
  4. Headquarters interior — tap the headquarters to open the roof-off, fixed-camera operations cutaway.
  5. Headquarters development — view ten building tiers from Starter Headquarters through Mega Skyscraper in a 3D showroom, then save a higher tier.

The starting headquarters

The interior is built as a native Godot 3D scene and keeps the three original DigitalWorld departments:

  • Programming Studio: workstations, monitors, keyboards, office chairs, shared bench, and plants.
  • Manufacturing: roller conveyor, assembly stations, machine cabinets, control displays, and status lights.
  • Packaging & Stacking: dispatch bench, carton stacks, and warehouse shelving.

The cutaway has low exterior walls, department partitions, floor guides, room signs, visible lighting, and a fixed isometric-style camera. It intentionally has no first-person controller or movement joystick.

Research and development

The company R&D centre uses funded engineering projects rather than Research Points or department percentage allocations.

  • The CEO commissions a project against one or more of the 37 phone technology components.
  • Company funds are reserved for the approved project budget.
  • Research department employees are assigned to projects; an employee cannot be allocated to multiple active projects.
  • Project progress is based on productive engineering hours contributed by the assigned team's combined efficiency.
  • Completed projects move to technical validation. Recorded findings must be approved before they are stored as company technology results.
  • Project records and approved technology findings are saved with the company career.

The R&D workflow is an active foundation. Automatic technical-result generation and the integration of approved discoveries into phone-creation specifications are still in development.

Native project structure

  • scenes/main.tscn — Godot startup scene.
  • scripts/digitalworld_game.gd — main menu, founder setup, local career save/load, screen flow, R&D integration, settings, and upgrade showroom UI.
  • scripts/digitalworld_research_manager.gd — project funding, research staffing, engineering-work progress, and technical validation records.
  • scripts/research_allocation_dashboard.gd — the R&D management centre interface (the filename is retained for scene compatibility).
  • scripts/world/hq_world.gd — the ten-plot world and headquarters selection.
  • scripts/world/hq_cutaway.gd — the roof-off production interior.
  • scripts/world/hq_building_factory.gd — the starter headquarters and ten-tier building models.
  • assets/ — locally bundled image and PBR texture resources.

Local save data

Career information and the purchased headquarters level are stored in a Godot ConfigFile at user://digitalworld_save.cfg.

On Android, this is in the app's private user-data directory. It is not stored in a browser database or browser local storage.

Build and validation

Open this repository's project.godot in Godot 4. The project is configured for the Compatibility renderer to support a broad range of mobile devices.

The DigitalWorld Godot Checks GitHub Actions workflow imports the project and smoke-tests main-scene startup. Android APK builds are handled by the separate android-debug-apk.yml workflow.

Implementation notes

The original DigitalWorld prototype exposed additional management controls (Build, Downgrade, Demolish, Create, Inventory, History, and Staffs) without implementing their underlying economy or department simulation. Some controls remain future-facing entries; they do not pretend to perform systems that do not yet exist.

The R&D interface has replaced the old percentage-allocation and Research Point dashboard. The existing 37 technology components remain the research catalogue.

The 3D assets have been rebuilt with Godot-native meshes and materials. The original layout, departments, object placement, camera presentation, upgrade progression, and save flow are being carried across without bringing the web application runtime into the game.

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